8
1108 Glossary
with character studio.Thisspacewarpcauses
delegates to avoid an object while following its
contours.
Space Warps
Space warps (page 2–51)
are objects that provide
a variety of "force field" effects on other objects
in the scene.
Space warps themselves are not renderable. You
use them to affect the appearance of other objects,
sometimesalargenumberofobjectsatthesame
time. Some space warps deform object geometry
by generating ripples, waves, or explosions. Other
space warps are meant specifically for use with
particle systems, and simulate natural effects such
as wind blow ing snow or r ain about, or a rock in
the path of a waterfall.
Space warps behave somewhat like modifiers,
except that a space warp influences world space,
rather than object space as geometric modifiers do.
When you create a space warp object, view por ts
show a representation of it. You can t ransform the
space warp as you do other 3ds Max objects. The
position, rotation, and scale of the space warp
affect its operation.
To have an object or selection set be affected by a
spacewarp,youbindtheobjecttothespacewarp.
A space warp has no effect on objects unless the
objects are bound to it. When an object is bound
to a space warp, the warp binding appears at the
top of the object’s modifier stack. A space warp is
always applied after any transforms or modifiers.
When you bind a space warp to multiple objects,
the space war p’s set of parameters affects a l l the
objects equally. However, each object’s distance
from the space warp or spatial orientation to the
warp can change the w arp’s effect. Because of this
spatial effect, simply moving an object through
warped space can change the war p’s effect.
You can also use multiple space war ps on a single
object or objects. Multiple space warps appear in
an object’s stack in the order you apply them.
Spawn Particles
In
Part icle Flow (page 2–105)
, spawn particles
are new particles that are generated from existing
part icles (
parent par ticles (page 3–1083)
)ina
process called
spawning
.Youcanusethe
Spawn
test (page 2–226)
to create spawn particles
arbitrarily, or the
Collision Spawn test (page
2–211)
to create spawn particles as the result of
physical interaction between a parent particle and
adeflector.
Specular Color
Changing specular color tints highlights on the shiny
surface of the spacecraft.
Specular color is the color of highlights on a shiny
surface. The highlights are reflections of the lights
that illuminate the surface. For a naturalistic
effect, set the specular color to the same color
as the key light source, or make it a high-value,
low-saturation version of the diffuse color.
In 3ds Max, you can set the specular color to match
the diffuse color. This gives a matte effect, making
the material appear less shiny.